Games  Workshop RQ3 Hardcovers:
While Avalon Hill released its early boxed sets of the rules and the first few supplements in the US, Games Workshop in the UK took a far different marketing and packaging approach. Instead of boxes, they published hardcover books with far better layout and artwork for less money.   As a result, sales were higher as a percentage of the market and England became one of the new strongholds of Glorantha. Take a look at the list of popular Gloranthan writers and luminaries and you will find that the Brits make their presence solidly known. Unfortunately, a combination of factors brought the UK renaissance to a halt early into RQ3's debut.  Games Workshop pulled out of roleplaying for the most part and their hardcovers were sold for fire sale prices, often only a dollar or two per book.  Now they seem to be forgotten. Since they are mostly identical in content to the standard Avalon Hill versions, the listings here only detail the differences each of the books have (mostly for the better).  One downside is certain, the binding doesn't hold up well to use. Pages fall out alarmingly quickly.

RuneQuest - Fantasy Roleplaying Adventure, 95 pgs, Perrin, GS, Willis, Petersen,  James, Hendersen, 1987.
The weakest of the two rules books, the "basic" rules, if used alone, prove almost worthless.  They give you a taste of everything, but no usable details to make it all worth while. You get most of the Players and Creatures books from the Deluxe edition, including the Gloranthan monsters, but only about a third of the magic book.  The color art helps, but often doesn't fit. Many useful tables are also absent.  You really need Advanced RuneQuest as well to make this work.

Advanced RuneQuest, 159 pgs, Perrin, GS, Willis, Petersen,  James, Hendersen, 1987.
You get the rest of the Deluxe boxed set in this book, in particular the GM's book and the rest of the magic system. The only thing missing is the Gloranthan book (5), which didn't end up in either of the two rule books.  A shame, since it doomed sales once word was out that the GW books weren't going to be Gloranthan.

Monsters, 112 pgs, Perrin, GS, Willis, Petersen, James, Hendersen, 1987.
This "Monster Manual" for RQ continues to be a popular reference book for those lucky enough to have a copy.  It goes beyond what is found in the Deluxe set by throwing in all the monsters from Monster Coliseum  as well.  Many of the major monsters also have a fully detailed background containing everything needed for play.  The Human section of the book is veastly expanded to include all manner of NPC's, especially the ones from Monster Coliseum, but it doesn't end there. There is also an interesting groups of human NPC's that can be thrown in as interesting encounters, including a trade caravan and Earth temple residents.  All of the Gloranthan monsters are here in full detail too, including all of the dragonewt background information found in the Glorantha book.  Broos, centaurs, ducks, dwarves, elves, halflings (not a good idea), ogres, orcs, and trolls all have information on how to create an adventurer out of that race. Overall the book has a D&D feel which is unmistakable and a little regretable, but forgivable.

Land of Ninja, 144 pgs, Bob Charette and Sandy Petersen, 1987.
This hardcover is hardly distinguishable from the Avalon Hill boxed version if you don't count the art. Avalon's Hill's only real input into the project was their insistence that it have Ninja in the title. Ironic, when you consider that they didn't bother to notice that Ninja are hardly mentioned on the inside. Production quality slipped a little on this one.  Some of the internal pages almost look photocopied.

Griffin Island, 144 pgs, Rudy Kraft, Paul Jaquays, GS, Petersen, 1987.
The last book in the series, much akin to what was done for Land of Ninja.  They redrew the maps and added supplemental NPC information for personalities such as Bluebird, Cracktwig, Eagle Eye G'jorni, Errap Barbacon, and Joh Mith.  They also beefed up the encounters with a party of Broos, some Citadel warriors, and a group of Dwarves.  I'm not a fan of having cut-apart play aids bound into the book, especially when the binding is as tenuous as it is.